//
//  AnimationDef.h
//  Monster_Martial_Arts_Version_0
//
//  Created by chiawei.tseng on 13/1/7.
//
//

#ifndef Monster_Martial_Arts_Version_0_AnimationDef_h
#define Monster_Martial_Arts_Version_0_AnimationDef_h

#define ANIMATION_EVENT_MAX 3

namespace MMA
{
    enum ACTIVE_ANIMATION_ID
    {
        INVALID_ACTIVE_ANIMATION_ID =-1,
        ACTIVE_ANIMATION_ID_IDLE,
        ACTIVE_ANIMATION_ID_MOVE,
        ACTIVE_ANIMATION_ID_ATTACK,
        ACTIVE_ANIMATION_ID_LONG_ATTACK,
        ACTIVE_ANIMATION_ID_HEAL,
        ACTIVE_ANIMATION_ID_HURT,
        ACTIVE_ANIMATION_ID_DEATH,
        ACTIVE_ANIMATION_ID_USE_SKILLS_1,
        ACTIVE_ANIMATION_ID_USE_SKILLS_2,
        ACTIVE_ANIMATION_ID_USE_SKILLS_3,
        
        
        ACTIVE_ANIMATION_ID_MAX
    };
    
    enum ANIMATION_ID
    {
        INVALID_ANIMATION_ID = -1,
        ANIMATION_ID_STAND,
        ANIMATION_ID_RUN,
        ANIMATION_ID_ATTACK,
        ANIMATION_ID_HEAL,
        
        ANIMATION_ID_MAX
    };
};


#endif
